The head is definately not the place you should go for… against dual wielder go for the lowest armour leg, against 2 handed go for the lowest armoured leg or arm, shield guy you either go for the chest, leg or arm…

Treasure Chests are high-reward / zero time-cost nodes. We felt it was a reasonable compromise to give players a chance to earn more treasure at a cost of endurance. Same goes for some of the side-missions that grant bigger rewards.

sorry, but that’s NOT what I’m upset about. it’s that “endurance” is not being used according to how the battle says it will, or how a chest says it will. poor customer service to argue with a client, let alone by using a strawman of his argument.

bad show.

one more chance.

There doesnt seem to be anything in the post which suggests that he is arguing…

So you say MP is worthless and other skills are better… have you ever fought someone with high level intimidation all? A very high amount of your MP will be wiped out instantly, so you can’t use those ‘other skills’ you were talking about…

1. If there is a blocking gladiator in the first row – you should not let the enemy target the gladiators in the back row (only with throwing).
2. Give really meaning to ‘armor break’. For twice as many MP it would have hit definitely higher than power attack to worth to use.
3. Do not let (freshly bought) gladiators to have that many MP while your first have a linear developement. (My first gladiator have 130 MP at level 17, while the other has 730 and 450 from the very first moment. It makes MP modifying actions (boost morale, intimidation, crowd appeal) useless, and needs no tactic just use of techniques.
4. Add real balance to the game. A team with one gladiator have almost no chance against a team of three. The leg and arm cuts makes fights dull (you have to hit the wounded gladiators, who only able to crowd appeal).
5. Decrease the damage of shield bash. Why is it hits higher than strong attack, when it has additional bonuses (blocking)? (It also strenghten the importance of solving the bug detailed in the 3. point)
6. It can be pretty dull when disabled gladiators waiting in the field. I have a combat when all gladiators lost its ability to hit and we played the wait-who-dies-first game with crowd appeals…
7. Why a murmillo can not choose block to block enemies multiple turns – if he can block multiple turns in case of shield bash? Any logic in it? If I do not attack, I am not able to block?
8. The bleeding effect is too strong. Use a ‘bleeding attack’ where the bleeding is doubled but decrease the damage below 30 instead.
9. Do not allow cut limbs with spears, trident and other polearm. But give advantage (additional defence) to polearms against shorter weapons.
10. The gladiators with no leg should not dodge attacks…
11. rather let disabled gladiators to retreat, give up. Add a button to surrender (missio) instead of leaving them on the field waiting.

3. You should always replace your first gladiator anyway
4. You are also able to have 3 gladiators…
5. The shield affects the damage, so a good weapon might do more damage than a ok shield
7. Block costs no MP, and can be good if the enemy have multiple turns in a row
8. There is a skill to reduce bleeding
9. That would make polearms pointless…
11. Then you could just keep facing someone who keeps surrendering and get tonnes of money/xp…

The inventory tooptips are pretty good :) But i noticed that when i opened a pack one card was hidden behind the others. If i wanted to evolve it i would have to move the card infront of it and quickly select the hidden card…

4/2 is better even though the bank makes more money. This is because by the time the bank starts making a good amount of interest you would be low on cash, compared to when you get a constant stream of money from the 4/2 farm, which then allows you to effectively destroy the bloons.

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